Field of Glory Empires

I’m pretty sure it’s the one that initiates the action that gets possession. He was the one that declared war and you were just assisting him in the effort as their ally. So, he gets the prize.

I’ve only played 15 turns as Rome and my god, I’ve seen more action already than in 100 turns of other such games. I’ve finished off one war but have now had war declared on me by 3 of my other neighbors. I don’t particularly want to expand right now but it’s conquer or die at this point.

I’m already convinced that this was a good purchase. I like the way it’s put together.

I do too. I didn’t expect to like it more than Imperator, but I do.

And @Coldsteel I really don’t know who DOWed who. All I know is at the start of the turn I found myself at war because my ally was.

If you have a save game from that time or a few turns afterwards, you can look at your past turn messages to see what actually happened.

I think most of my critiques of the game come down to trade not being very good early on(the high tier buildings that demand the higher end goods don’t really populate for quite a while), and the auto battler makes skirmishers really good and cavalry almost completely useless.

It’s sad because cavalry should be a strength of a nation like Carthage but instead it’s a pretty serious weakness- you generally want to be spamming sacred band and mercenary skirmishers instead with just enough mercenary warbands to siege effectively.

I haven’t had much luck with cavalry either, they don’t seem to hit very hard and are incredibly squishy. They get an extra flanking bonus but that requires numerical superiority on open terrain, so that doesn’t help in most situations. Elephants are pretty great though!

I really really am enjoying this game. Started a new game as Nubia last night and was up until 2am fighting with Ethiopia. I thought I could end the war early, but they managed to move their last viable army into my undefended heartland and take a bunch of my most developed provinces. That forced me to slowdown and replenish my manpower before I could raise sufficient armies to finish them off.

My general strategy for country development has been to focus on food,health, and infrastructure at the start while sustaining just enough culture to avoid the bottom tier. As Nubia I was able to hold off a bit on the culture by taking a number of easy objectives. There are some really good provinces down there, but also some 1 population desert provinces that are a pain to develop. The resource sharing from forming provinces is huge for being able to make those regions viable.

Prior to war with Ethiopia I had moved into the next phase of construction. Built up some commercial regions on the Red Sea and spread culture buildings out to my rapidly growing population centers. Nubia has some decent mineral options, so I’ve been able to expand my metal and equipment production too. With all my culture buildings built up, I’ve moved into the top tier and with getting the early objectives I’m #3 in Legacy points.

Now I have a solid base to work from and Egypt declared war on me before I finished up with Ethiopia. They haven’t attacked yet, and I should be in a good place to launch an invasion and hopefully work my way up to capturing some wonders.

Yeah, this game is the poster child for “One more turn” syndrome.

Dacia has been a lot of fun as a building opportunity, generally surrounded by factions unlikely to overrun my superior forts. And no one is being pointed in my direction by their objectives.

But now Macedon and Rome are looming, so the pressure is building. Will they square off against each other, or turn on me?

Yeah even though turns seem to process quite slowly, I am enjoying this.,

And yeah, Cavalry are…finicky.

I’ve managed to make good use of them but usually when i have numerical superiority, and I chase off the enemy flank (s) and then hit their infantry in the rear while they’re engaged with mine.

Mind you you can do this with the javelin cavalry ok.

FoG2 cavalry are fine, it’s mostly the FoGE combat system where cavalry are weak- their only real advantage over skirmishers are in battles you’d win anyway.

I’ve bought most AGEOD games cause I like the fantasy they’re selling. Couldn’t get into any of them, even when I successfully won some scenarios I didn’t understand what’s happening. And the games themselves don’t seem to be that complex. Plus the performance was surprisingly bad.

I already own FoG2 so I’m probably getting this game either way and I like what you guys are doing but I just hope that FoGE is more accessible than previous games.

I am a big fan of the old AGEOD games, but I feel important to stress Empires is not using their old engine.

Empires uses Slitherine’s in-house Archon engine, so it’s a clean slate for AGEOD development.

Being more accessible has been one of the main objectives during this engine change. I am not saying everything is perfect, because what is, but I do believe we have improved the situation vastly compared to the old engine.

So I guess what I am saying is, bad impressions on previous AGEOD games should not hold you back. :)

Yeah, I’m happy seeing this game having a new engine. Hopefully it means I could actually play future AGEOD games even if I don’t like this one.

I’ve played some of the previous games, and Empires is definitely easier to learn.

Agreed! I’ve struggled to find my way around their older games that I’ve tried and that hasn’t been the case here. There is definitely a learning curve and you’ll either want to have the manual around to consult or watch some videos. However, I feel like jumping in and fiddling around can teach you a lot in this game with the references available to fill in the holes.

Question I still haven’t found the answer to: How does naval supply work? The manual says that troops get supply from boats in the neighboring sea zone, but what are the rules for those navies themselves getting supply?

I remember loving the idea of Civil War 2, and trying endlessly to get into the game. But just the mechanics of organizing military units seemed more complex than most of the college courses I took.

Empires is definitely a complex game, but the complexity seems to be in the area of deciding what is wise. If I have military units, I can send them off to fight as an army without a whole lot of fuss over the mechanics. (But as to whether it is the right army to send to that terrain and frontage, against that particular enemy, that might call for some study.)

I can see that military side of things is helped by troops being somewhat abstracted and strategic scope is much higher. In something like Rise of Prussia I would send an army of several corps of several brigades (or however it was called) that had jegers, grenadeers, engineers, conscripts, bombards and whatever else. Even after reading the manual I couldn’t see what am I to do with all that except putting my light cavalry in coward mode and sending them behind enemy lines while my big stacks trying to take on smaller enemy stacks without losing too much supply. Combat screen shows some mysterious numbers and I win or lose for some reason.

Even if I don’t load battles into FoG2 I can still see what they’re simulating and will get why that skirmishers can’t take on phalanx even if they have higher combat value.

Generals make such a big impact on combat that I wish the game was more helpful in reminding me when I have stacks without generals even though generals are available in the pool.

I’d like to know this too. I lost about half of my fleet and I wasn’t sure why. I got a popup message about being out of supply and then they were just gone.

It seems weird to me to have supply rules apply to ships. Ships do not forage off the land like armies do. They are self contained and carry all their supplies with them. To think that you would lose half a fleet one zone away from port due to supply rules is kind of crazy. Columbus would never have made it to the Americas that way, that’s for sure.

I think the idea is that you can’t keep ships perma-parked in a sea zone without your own port there- this is fairly historical. They do drop off supply for coastal provinces(there’s a message that will discuss this), but for example if you want to take Rhodes, it’s best to take the Anatolian cost opposite it first so you can keep fleets in the vicinity.

Not in this era. Ships are really boats, rather big, but not like Columbus’ vessels. This is a long time before the technological innovations that allowed the Age of Exploration (or Age of Rape and Pillage) to commence. These ginormous row boats often pulled ashore at night and foraged like anyone else. They had comparatively small storage spaces and primitive abilities to preserve food and water. And they had large crews, of rowers. So they could not and as far as I know did not carry large amounts of food and water with them, certainly not enough to be self-contained. It’s entirely proper that the game gives them supply from the friendly coastlines.

You ain’t just whistlin’ Dixie.